static int lua_Theme_getEmptyStyle(lua_State* state) { // Get the number of parameters. int paramCount = lua_gettop(state); // Attempt to match the parameters to a valid binding. switch (paramCount) { case 1: { if ((lua_type(state, 1) == LUA_TUSERDATA)) { Theme* instance = getInstance(state); void* returnPtr = ((void*)instance->getEmptyStyle()); if (returnPtr) { gameplay::ScriptUtil::LuaObject* object = (gameplay::ScriptUtil::LuaObject*)lua_newuserdata(state, sizeof(gameplay::ScriptUtil::LuaObject)); object->instance = returnPtr; object->owns = false; luaL_getmetatable(state, "ThemeStyle"); lua_setmetatable(state, -2); } else { lua_pushnil(state); } return 1; } lua_pushstring(state, "lua_Theme_getEmptyStyle - Failed to match the given parameters to a valid function signature."); lua_error(state); break; } default: { lua_pushstring(state, "Invalid number of parameters (expected 1)."); lua_error(state); break; } } return 0; }
Form* Form::create(const char* url) { // Load Form from .form file. Properties* properties = Properties::create(url); if (properties == NULL) { GP_ASSERT(properties); return NULL; } // Check if the Properties is valid and has a valid namespace. Properties* formProperties = (strlen(properties->getNamespace()) > 0) ? properties : properties->getNextNamespace(); assert(formProperties); if (!formProperties || !(strcmp(formProperties->getNamespace(), "form") == 0)) { GP_ASSERT(formProperties); SAFE_DELETE(properties); return NULL; } // Create new form with given ID, theme and layout. const char* themeFile = formProperties->getString("theme"); const char* layoutString = formProperties->getString("layout"); Layout* layout; switch (getLayoutType(layoutString)) { case Layout::LAYOUT_ABSOLUTE: layout = AbsoluteLayout::create(); break; case Layout::LAYOUT_FLOW: layout = FlowLayout::create(); break; case Layout::LAYOUT_VERTICAL: layout = VerticalLayout::create(); break; default: GP_ERROR("Unsupported layout type '%d'.", getLayoutType(layoutString)); break; } Theme* theme = Theme::create(themeFile); GP_ASSERT(theme); Form* form = new Form(); form->_layout = layout; form->_theme = theme; // Get default projection matrix. Game* game = Game::getInstance(); Matrix::createOrthographicOffCenter(0, game->getWidth(), game->getHeight(), 0, 0, 1, &form->_defaultProjectionMatrix); Theme::Style* style = NULL; const char* styleName = formProperties->getString("style"); if (styleName) { style = theme->getStyle(styleName); } else { style = theme->getEmptyStyle(); } form->initialize(style, formProperties); form->_consumeInputEvents = formProperties->getBool("consumeInputEvents", false); // Alignment if ((form->_alignment & Control::ALIGN_BOTTOM) == Control::ALIGN_BOTTOM) { form->_bounds.y = Game::getInstance()->getHeight() - form->_bounds.height; } else if ((form->_alignment & Control::ALIGN_VCENTER) == Control::ALIGN_VCENTER) { form->_bounds.y = Game::getInstance()->getHeight() * 0.5f - form->_bounds.height * 0.5f; } if ((form->_alignment & Control::ALIGN_RIGHT) == Control::ALIGN_RIGHT) { form->_bounds.x = Game::getInstance()->getWidth() - form->_bounds.width; } else if ((form->_alignment & Control::ALIGN_HCENTER) == Control::ALIGN_HCENTER) { form->_bounds.x = Game::getInstance()->getWidth() * 0.5f - form->_bounds.width * 0.5f; } form->_scroll = getScroll(formProperties->getString("scroll")); form->_scrollBarsAutoHide = formProperties->getBool("scrollBarsAutoHide"); if (form->_scrollBarsAutoHide) { form->_scrollBarOpacity = 0.0f; } // Add all the controls to the form. form->addControls(theme, formProperties); SAFE_DELETE(properties); form->updateBounds(); __forms.push_back(form); return form; }